kurtkz
Game Developer
Thanks plexus, I'm going to take a look at it in a bit.
This is a solver that enables the animator the use of both IK (inverse kinematics) and FK (forward kinematics) in the same hierarchy, making it useful for all kinds of character limbs. The animator can easily switch between the modes using the IKFKBlend value. A value of 0.0 sets the hierarchy in forward kinematics mode, meaning that the movement of each node is inherited to its child. In this mode the animator can easily define arcs of movement. A value of 100 sets the hierarchy to inverse kinematics mode, meaning that the nodes will try to reach the position of the IKGoal helper. In this mode the animator can easily attach the foot or the hands of the character to the ground or other objects.
RUN @ 27-04-2013 01:22:59
VERSION: 2.55
REGISTERED: True
PROFILE: pat
MESSAGE: Object reference not set to an instance of an object.
STACK TRACE: at Cricket.Main.GameStateDeliver.ProcessInput(Single ms)
at Cricket.Main.GameInstance.Loop()
at Cricket.Main.Game.Main(String[] args)
RUN @ 27-04-2013 02:12:39
VERSION: 2.55
REGISTERED: True
PROFILE: pat
MESSAGE: Object reference not set to an instance of an object.
STACK TRACE: at Resources.Sprites.Spritesheet.Apply()
at Resources.Sprites.Spritesheet.BlitSprite3DAlpha(String name, String animation, Int32 frame, Single x, Single y, Single a)
at Cricket.Main.GameObject.Pitch.Render(Single ratio, Camera2D camera)
at Cricket.Main.GameInstance.Display(Single ratio)
at Cricket.Main.GameInstance.Loop()
at Cricket.Main.Game.Main(String[] args)